raph-koster

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  • AGDC08: Devs on why MMOs have a web-based future

    by 
    Samuel Axon
    Samuel Axon
    09.25.2008

    A write-up at Gamasutra of an AGDC panel featuring MMO developers who have begun working on web-based projects gives us an opportunity to explore the new (some would say it's actually the old) frontier of massively multiplayer gaming.There are many MMOs that are experienced via a web interface (such as Sherwood), but traditional gamers have largely shunned the trend. Why, then, did some of the most hardcore MMO developers (including Dan Ogles, Raph Koster, and Scott Hartsman) abandon the traditional MMO in favor of this new frontier? Some of their work, like Ogles' Loudcrowd, is barely recognizable to traditional gamers.They offered some answers on the panel. For example, Koster (originally of Ultima Online and Star Wars Galaxies fame, now working on the creative platform MetaPlace) said that game devs have more to learn from web devs than vice versa. Ogles talked about using Adobe Flash so anyone can embed elements of the game anywhere on the web they like. It's worth a read if you're able to work through some pretty technical development speech.

  • Picking apart the MetaPlace Bill of Rights

    by 
    Samuel Axon
    Samuel Axon
    09.18.2008

    MetaPlace is not an MMOG. It's a platform for creating virtual spaces that can be used for anything the creators can imagine. As such, the traditional MMO EULA is completely inadequate. Raph Koster -- the head honcho on the MetaPlace project -- made that clear in a panel at AGDC08. So, the folks working on MetaPlace had to come up with a whole new set of rules -- rules that allow users ownership of their virtual property, for example. There's a veritable landmine of problems awaiting this endeavor, of course. That's not to say it's impossible. It's just going to be extremely challenging.Koster published a first draft of the Terms of Service for MetaPlace on his blog the other day. It's based based on the Declaration of the Rights of Avatars that he conceived back in 2000. Readers of the MetaPlace ToS are likely to come away with two impressions. The first: that it's really cool and admirable and that in a general sense, Koster and friends are on the right track. Two is that the MetaPlace team seems to be underestimating just how epic a quest it's committed itself to.

  • AGDC08: On avatar rights and virtual property

    by 
    Michael Zenke
    Michael Zenke
    09.15.2008

    If you're anything like the average MMO gamer, you click through that 'shrinkwrap license' without even batting an eyelash. The End User License Agreement, or EULA, is just a speedbump in the logon process for game players. For game companies, though, they're extraordinarily important documents. They require legal consultation, careful thought, and even more careful wording. They do exactly what the name says, spelling out the rights a player has in an online world. Noting that he really enjoys it when panel participants argue and disagree, Erik Bethke brought together a group of people to debate and discuss the issue of user rights. Along with Bethke, author Erin Hoffman, legal representative Greg Boyd, startup VP Scott Hartsman, and noted industry designer and analyst Raph Koster filled out the panel. Read on for notes from their fascinating discussion, which covered everything from government intervention in online worlds to the 'ownership' of virtual property.

  • Research profiles the typical fantasy MMO player

    by 
    Samuel Axon
    Samuel Axon
    09.07.2008

    Researcher Dmitri Williams and his team have been doing some very hardcore MMO-related research. Thanks to Raph Koster, they were given free reign with the whole of SOE's EverQuest II-related user statistics. They've produced the first of many papers, this one called "Who plays, how much, and why? Debunking the stereotypical gamer profile," which is completely and freely available online.There are a bunch of interesting things about EverQuest II player demographics in there, some of which is surprising. For example, older players play more than younger players, and EQ2 players in general are physically healthier than the general population. There's a shocker! Of course, EQ2 arguably has a different sort of playerbase than something like EVE Online, or even other dikus like World of Warcraft. It's too bad we can't see the differences.More studies are coming, though (but all of them from EQ2 data). Williams and his international team of researchers are planning to uncover information about gender differences and more in future papers.[Via Raph Koster]

  • Raph Koster on the Metaplace idea

    by 
    Shawn Schuster
    Shawn Schuster
    09.05.2008

    After a recent question from a Metaplace forum member last month, Raph Koster decided to sit down and explain to us just where exactly the idea for Metaplace was born and how it has evolved into what it is today. He begins by explaining his MUD roots and how much that influenced him in the multiplayer online space. He explains that he'd had ideas for web-based sandbox worlds ever since then and had frequently toyed with the idea to create his vision, but finances and other limitations restricted that. Now that he has the resources, this vision he's had for so long can finally be put into action with a team of professionals, instead of just him working on it in his spare bedroom. It's an inspiring little story and certainly worth a read if you're interested in Raph's work or the potential future of MMOs in general.

  • Rob Pardo talks about how WoW gets developed

    by 
    Mike Schramm
    Mike Schramm
    07.28.2008

    Rob Pardo sat down to chat with PC Gamer recently about all things Blizzard, but as you might expect, WoW got a nice chunk of the conversation. He talks mostly about design -- after saying that PC gaming isn't dead (duh), he talks about the lore of a dungeon, and says that whenever you step into an instance, even if you haven't researched all the lore of it, and read all the quests for it, Blizzard wants you to know that the story is there.He also talks a little bit about how Blizzard works as a team -- everyone working on the game has the power to veto something if they don't feel it works right, which is probably why we haven't seen things like player housing yet. It also explains why Blizzard takes their time -- when anyone can step in and say, "This isn't working" at any time, you get a lot of iterating and a lot of unreleased content. But as Pardo says, it pushes the whole team to do it better -- he can go to the people he'll know will have a problem with a certain mechanic and work with them to make it right.Finally, they chat a little bit about whether, as Raph Koster is quoted, "the singleplayer game is an aberration." Pardo calls out Super Mario Galaxy's co-star mode as an example of a terrific singleplayer game that incorporates multiplayer in an innovative way, and says that singleplayer isn't gone forever -- it's just going to look a little different.[via WorldofWar]

  • 2008 Worlds in Motion Summit schedule announced

    by 
    James Egan
    James Egan
    07.20.2008

    The 2008 Worlds in Motion Summit schedule has been announced, along with a synopsis of this year's speeches and panels. The conference on virtual worlds and social gaming will be held on September 16th and 17th, during the Austin Game Developers Conference.Worlds in Motion bills the 2008 Summit as a conference geared toward those who wish to better understand the business opportunities offered in the expanding social game networking space, and who plan to leverage their content and brands into interactive online worlds. Early bird registration ends July 31st; details can be found at the Austin GDC homepage. Read on after the jump for highlights of the upcoming 2008 Worlds in Motion Summit.

  • MetaPlace closes in on first beta stage

    by 
    Matt Warner
    Matt Warner
    07.17.2008

    Ever want to tighten up the graphics in your own game or interactive environments without going to a video game design college? Okay bad joke, but that only a small part of the plan with Areae's MetaPlace. The project envisioned by Raph Koster will give users a dynamic platform and the accessibility to create embeddable shared virtual spaces, interactive games, and or a mish-mashing combination. News has been light but there are some new updates on the latest MetaPlace blog. Tami "Cuppycake" Baribeau shares some development accomplishments that took place over the past year and states MetaPlace is nearing the first closed beta stage! What's genius is the planned badge and achievement system intended to encourage user participation. The more users share creations, explore, customize, invite, and participate in numerous other activities they'll unlock badges. No, they won't be stored away in a virtual closed account space all sad and lonely. Instead your friends can check them out and probably earn a badge in the process. Who knows what will end up unlocking a badge, but we love collecting things. All thanks to optional and fun achievement systems.

  • Koster: MMOs removed more features from MUDs than they added

    by 
    Samuel Axon
    Samuel Axon
    06.28.2008

    Areae president, MetaPlace developer, and all-around-MMO-authority Raph Koster wrote up a blog post about the influence of MUDs on today's graphical MMOs. The post is part of the broader, cross-blog discussion that began with our interview with Richard Bartle last week. You can read Koster's post in that context if you really want to, but it's interesting on its own.He started out by saying which MUDs influenced the developers of which early MMOs. For example, LP MUDs had an impact on Ultima Online. Then he named a handful of the best innovations of the modern MMO -- "advanced raiding," instances, improvements to combat via spaciality, etc. After saying all those positive things though, he dropped a bit of a bomb, saying that despite all that, "MMOs have removed more features from MUD gameplay than they have added, when you look at the games in aggregate."Oh noes! Are the Warhammer Online fans fuming yet? Well, they shouldn't be. "Failure to evolve more radically isn't a flaw," said Koster. He finished up by positing that all the current MMOs "are already Old Guard," and that "the mudder crew is already the Older Guard. So in a sense this is kind of like an argument between art rockers and disco musicians."

  • SuperNova '08: All the world's a game

    by 
    Brenda Holloway
    Brenda Holloway
    06.23.2008

    Supernova 2008, an annual conference on how pervasive connectivity and decentralization is changing the world, decided to take a look at how massively multiplayer games "offer glimpses of how social interactions and work will develop in the Network Age." On the panel were Doug Thomas, Dave Elfving, and Metaplace's Raph Koster. Koster pointed out that there's a natural desire on the part of MMO players for "transgressive" gameplay -- for doing things the game designers never intended. For instance, raiding was not an original part of EverQuest, but something created by players and later made by the developers into a central part of gameplay. Doug Thomas predicted that gamers will become more successful than non-gamers in the workplace, as we are more focused on getting things done, as well as being more open to diversity. Dave Elfving brought up the topic of hikaru dorodango, shiny balls of mud that Japanese children obsessively mold and polish for hours, and how the grind that most MMOs encourage might be tying in to a basic human compulsion.Uptake's Elliot Ng was there for (almost) the full panel, and has the complete write-up on his blog. Raph has his own take on the panel, and points out the similarities to an earlier talk he gave at Project Horseshoe.There's a natural desire to justify the games we love by insisting they will give us an edge in business, or that we are merely expressing natural human behavior in a new way. Is this the case, or is this just wish fulfillment?

  • Opinion: pay more money to experience less game

    by 
    James Egan
    James Egan
    06.08.2008

    Think about this a moment: people are actually paying money to experience less of their games. Every day. Probably all day. These are often games that they've already purchased and, in effect, pay someone else to play for them. The existence of RMT and power-leveling services isn't exactly breaking news, but it makes these aspects of MMOs no less bizarre a notion. The thriving business built upon such tenets of how online games should operate is a matter of some concern to Jesse Henning, a writer at GameCyte. Despite the can of worms it can be,"from a business standpoint, subsidizing RMT is a fantastic move," Henning writes. If players will buy items and currency outside of the system anyway, what company wouldn't prefer that cash to enter their own pockets? "From a design standpoint, however, RMT is a treacherous path to walk," Henning cautions, and goes on to look at the pitfalls of game design that incorporates RMT. Conversely, the writer then discusses the level-disparity design problem in World of Warcraft and how it actually encourages players to buy gold and use power-leveling services. Henning also looks at how the ancillary services operating within and around a world pull in more revenue than the world operation itself, citing Raph Koster on the issue as well. Have a look at the piece at GameCyte, which discusses how RMT affects console gaming as well as MMOs, and just how inescapable it really is.

  • Behind the Curtain: Don't be ashamed

    by 
    Craig Withers
    Craig Withers
    05.22.2008

    Picture the scene – you're at a family gathering, or maybe you're meeting your significant other's friends and family for the first time, and the conversation turns interrogative. Questions are asked about your hobbies; what you do to relax and how you spend your spare time. What do you do? When put on the spot like that, it's natural for gamers to feel trapped, to feel like admitting to playing MMOs would be tantamount to admitting to a rather kinky fetish or confessing that you've got a rather embarrassing disease – it might not be catching, but there's a chance that you'll get some funny looks, and you may just lose some credibility points. What about job interviews and applications? These invariably have a point where questions are asked about you hobbies and leisure time. While there are good arguments that putting down strong examples of guild leadership might work in your favour – owning up to the fact that you play an MMO upwards of 15 hours a week might not be the smartest thing career-wise. Don't get me wrong – I am proud and happy to be a geek and a gamer, and I've never wanted to be anything else; the wall above my desk sports a rare Akira poster I picked up on holiday France a while back; I own the complete boxed set of the original Transformers series; and much of my wardrobe consists of t-shirts from ThinkGeek and the Penny Arcade store. People ask me what I do in my spare time, and I look them straight in the eye and tell them that I'm a gamer, and while I'm not ashamed of it, I can't help but wince a little when I see most people's reaction to it.

  • Are Club Penguin's days of growth numbered?

    by 
    Chris Chester
    Chris Chester
    05.21.2008

    An interesting report on social media by the Nielsen group recently found that Club Penguin, the kid-friendly browser-based MMO acquired by Disney last year for a robust $350 million, may be plateauing or even declining in growth in the face of newer, more competitive social media experiences. While the Nielsen methodology is never made expressly clear (and no direct competitors managed to crack the Top 10), the report does indicate that using the same methodology, they found a 250% growth rate year-over-year just last August.MMO vet Raph Koster is less than surprised by this development, attributing the slight decline in unique visitors more to the increased competition in that space, rather than any specific detriment in Club Penguin itself. Raph speculates that we'll continue to see the market fragment as more kiddie MMOs enter the market. And, judging my store shelves these days, they're coming in droves. While he seems to be of the opinion that the days of these niche MMOs competing in the same arena as MySpace and Facebook are over, that doesn't mean there isn't a lot of money to be made and kids to be entertained.

  • Koster writes "how to hack an MMO"

    by 
    Samuel Axon
    Samuel Axon
    04.30.2008

    Have you ever wanted to walk through walls in MMO? How about telepathically sense the locations of all the good drops in a zone, or make invisible things very, very visible?A blog post by game designer Raph Koster (of Ultima Online and now Metaplace fame) will tell you how! Admittedly, Koster doesn't really go into much detail. Also, he's trying to help developers avoid hacking problems, not giving inside secret tips to hackers. It's still an interesting read, though!He lays out an overview of the various design choices developers make that are exploited by hackers. For example, some developers might choose to trust the client to handle collision detection to reduce lag and increase gameplay responsiveness. Well, a clever hacker can make the client report to the server with false collision information, allowing that hacker to move through walls. It turns out that most designers take a middle-of-the-road approach, meaning that, as Koster puts it: "only bad-ass hackers are cheating, instead of damn near everyone."

  • The peril and promise of interdependent MMO systems

    by 
    Michael Zenke
    Michael Zenke
    04.22.2008

    The closure of many Pirates of the Burning Sea servers last week is regrettable, but not terribly surprising. In the Next Generation article exploring that event, CEO Russell Williams explains that the interdependence of their ambitious MMO's systems made them difficult to test. Veteran MMO developer Raph Koster picks up that thread and carries it forward in a blog post to his personal site. Using his experience on past titles (especially Star Wars Galaxies) Koster describes the enormous complexity of getting different systems in MMOs to work. The challenge is that while interdependent elements are complicated to test, they're also some of the most important pieces of any online game. Interwoven systems encourage player community and allow for overlapping groups to form. Independent (or 'silo'd') systems are also easy to cut, something he notes from the days of SWG's development. "This, for the SWG followers, is why stuff like vehicles, cities, and mounts, were more easily pushed off than dancing. Design interdependence. Vehicles improved the game, but they weren't required for it to function."It's a really interesting look behind the scenes at Star Wars Galaxies, and a peak behind the curtain of a current MMO's troubles. Something to think about as new Massive titles hit the marketplace this year.

  • The Daily Grind: Are MMOs the future of gaming?

    by 
    Akela Talamasca
    Akela Talamasca
    04.13.2008

    Raph Koster certainly thinks so. He feels that single-player gaming is a phase we all went through, and that online, interconnected gaming is simply the next evolutionary step -- or, possibly, a return to form. 'People always play games together. All of you learned to play games with each other,' he said, citing a reason for shared gaming's return to prominence. The problem is, however, that MMOs don't exactly scratch the same itch that single-player games do, and ironically, that's an itch engendered by the mere existence of single-player games, a kind of weird self-fulfilling prophecy. We learned to like single-player games because we were offered single-player games. So how does this affect the MMO experience? With a sophisticated enough platform, there's no reason to think that a fully-immersive single-player experience couldn't exist cheek-by-jowl with an MMO experience. People talk about soloing, but that's just a concession, a way around the issue. What if, for example, while playing Bioshock, you arrived at endgame and left Rapture, only to discover a world filled with other players who've gone through the same experience? Is the future of gaming synthesis, rather than exchanging one form of gameplay for another?

  • Gordon Walton lays out landscape for indie MMOs

    by 
    Chris Chester
    Chris Chester
    04.02.2008

    Bioware co-director and consummate MMO veteran Gordon Walton spoke recently at the Indie MMO Game Developers Conference about what it takes to compete in the increasingly dense massively multiplayer space. Among the most salient points that Walton harps on is the need for smaller teams to really be cognizant of both their capabilities their potential audience. By focusing on what your team is good at and on the needs of classifiable and hungry niche market, indie developers can still succeed amidst the shadows of your WoWs and WARs and Hello Kittys.It's a philosophy and potentially fruitful area of exploration that we've heard people like Raph Koster bring up in conversation and others like the guys at NetDevil profess be putting into practice. While there will always be the juggernaut games around which the assembled millions can gather, future growth for this genre only really seems possible in a niche realm. The successes and failures may well be determined by who can avoid the temptations of emulating the big boys in favor of a more reasonable, scaled down project.

  • Pump up your local forum with Metaplace!

    by 
    Brenda Holloway
    Brenda Holloway
    04.02.2008

    Got a small or medium sized community forum? Want to add YouTubes, mini-games, customizable avatars and heck -- a whole world all your own (why not?) -- in it? Then Areae wants to talk with you. Their Metaplace minigames for the masses / virtual world portal needs beta testers who wouldn't mind giving their new tech a trial run in their forums. You will probably need to paste some PHP code here and there -- but if you know what that entails, are comfortable doing it and want to give your community members reasons to spend more time on your forum, then head over to Metaplace for more details.This could be your chance to get in on the ground floor of the Next Best Thing. Give it a shot, and if it works out for you, tell us about it!

  • A brief history of botting

    by 
    Brenda Holloway
    Brenda Holloway
    03.27.2008

    Botting -- the act of using a program (a 'bot') to kill mobs, perform quests, harvest nodes and so on -- usually is explicitly banned by a game's EULA, and at least ethically gray even where it wasn't directly ruled out. Right or wrong, botting has been with us since the very dawn of massively multiplayer games, in MUDs -- text-based Multi-User Dungeons. Raph Koster -- Ultima Online developer, Star Wars Galaxies architect and CEO of game-development-for-the-masses Areae -- brings us back to the days of yore when MUDs first met botters -- and how they dealt with it. It's a stirring tale of autohunters, deathtrap rooms, trigger phrases, healbots and the devs who loved them.

  • Raph Koster answers a letter from a 12-year-old

    by 
    Mike Schramm
    Mike Schramm
    03.12.2008

    Pretty darn cool of Raph Koster to answer this letter from a 12-year-old kid on his blog. And though we've heard the guy talk before, it's fun to see him boil down exactly what he's doing into language a younger kid would understand. It's one thing to talk about "complex server cluster architectures," but it's another to hear Koster explain what an "Integrated Development Environment" is in simple terms.And I like his characterization of programming, too -- I've always told someone I'm trying to teach to use a computer that they "don't do what you want them to do, only what you tell them to do." That's the crux of a good programmer -- he or she knows how to tell the computer do to the right things.Definitely a good read for insight into the mind of an MMO maker, whether you're 12 or 112.